tarek2's Recent Forum Activity

  • Thanks a lot tarek2 for taking your time to do this for me . It works fine. I am going to look more carefully to the event sheet so I can better understand what you done there

    Cool, your Welcome sir, Glad you fixed

    Out of curiosity why you have the controllers all of then working by (On released) and not by (On Clicked)

    Example

    -On E Pressed

    -On (Mouse) Left button Pressed

    -Etc........

    Did you realize that if the player is overlapping any "EnergyBoxPickable" and presses the button but the Player keeps moving without release the button it will not Pickup up the box if he is not overlapping anymore when released

    But if you use "button Pressed" it will Pick up or Leave boxes straight away, this is just an observation it's your Game and you can do anything you wish of course

  • Haah that one haha you know how many long nights left me without sleep weeks, I thought it was a bug at the end and I reported here

    https://www.scirra.com/forum/viewtopic.php?f=152&t=198891&p=1154742#p1154742

    I thought the same that the Timers are independents and wouldn't imagine that was an exception for this which make them a bit contradictory and I read the Manual part about "Timers" many Times but as I thought that Timers were independent that's why my brain didn't recognise the "Exception" until Ashley pointed me to that part of the manual, since then it messed up my brain you don't know when or when not to put the for each it looks like if you have more than one object that they gonna use the same Timer at once the best thing is to put the For Each always just to be safe, but hey as it has an easy work around so is not a big deal.

  • Hi tarek2 and thanks !

    Yes , something like this, but it still not working right .

    I mean, If I take the EnergyBox from the EnemyPlug, I can't put it back there again, and I don't know why is vibrating

    I see, to be honest, I didn't have time I was just curious to see what was the problem when I saw all the mess I got Pulled in and just did a quick Fix, didn't check 100% if it was working everything ok but I fixed it for you now,

    Still, you can do it a lot better if you take the time and think the logic and change things lol

    https://www.dropbox.com/s/w0ikremle241b8d/BoxEnergyPick%26Drop2.capx?dl=0

  • Yes. This is what I want but it doesn't work.

    https://www.dropbox.com/s/jah9mw7abp3hg ... .capx?dl=0

    anty21ro is it this what are you trying to do?

    Capx: https://www.dropbox.com/s/l7e4j82dbi7j0ay/BoxEnergyPick%26Drop.capx?dl=0

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  • moisesremoto3

    I don't think anyone will be able to help you unless the same thing happened to them so they can give you a solution, the best thing to do is share your capx so people will be able to investigate and maybe find the solution other ways they will just keep guessing.

    You can always send me the capx by Pm if you like and I can have a look,

    Remove all the things unnecessary and post it here or send it to me by Pm

  • Thanks a lot, it works now!

    No problem

    Just remember when you have more than one object picked and you need to apply to them actions individually you will need the (for each) always, other ways it will apply the Action just to the first instance of that object = 0

  • imgur com/a/ocfvT

    mikewalton206

    That's weird Did you check if you by mistake create a white sprite?

    if you know exactly how many objects you have you can go to debug and check the object count and see if it shows any extra objects other ways I think the easiest will be to delete anything important and share the capx so someone can have a look

  • Rable

    You forgot to put the "For Each">> "famsprites" after the >>cursor is over the famsprites

    as is picking more than one object

    Example:

    cursor is over the famsprites

    -For Each>> "famsprites>>>>Call Function

    It should work now

  • [quote:1m8awvjk]Hi sunfirexl

    is it something like this what you are trying to archive?

    https://www.dropbox.com/s/12nn8ylurb2dc ... .capx?dl=0

    Yes, that is the basics of what I need. However, would I be able to add a value to each of those animation frames? For example, If I want the player to select 4 tiles that add up to 24, would I be able to do that with this method of filling a grid?

    Elijah

    Yes you can do anything you like you can use Frames like on this example https://www.dropbox.com/s/bgnf3sgx33ty5ed/CreateBlocksIn_aGrid2.capx?dl=0

    Or you can add Instance Variables and do anything you imagen

    Update: I just saw that you found out already the same thing so you are good to go then congrats

  • Ups!!! that is really sad news rexrainbow did a huge contribution the community and never asked for any penny which is awesome plus his plugins are Top Class

    I personally try to avoid all the third part Plugins but there is one that I cant live without it the Amazing "MoveTo" I use it in almost every project it's simple and works smooth as butter, I always wonder how can such a Grate Plugin is not included in C2 & C3 is indispensable, If Scirra was my company I will definitely hire rexrainbow to work for me making official Plugins, another one that I will hire will be definitely R0J0hound with all the awesome contributions that he made all these years and many more contributors, at the list I will be ofering them free c2 & c3 to use to keep them on the Forum as Thank you, they win and my company Wins wins, My users win win wins Every one wins bro

    rexrainbow Thank you for all your hard work and the all the amazing Plugins that you contribute to this forum its really appreciated

  • Okay, so I am trying to build a 13 x 13 grid of (32px X 32px) blocks. Each block will be a random number between 1-10.At the start of the layout, I am trying to spawn in blocks to fill the entire grid and I cannot even get one to spawn in. I have tried using all these examples from the tutorials and no matter what I put, nothing happens. I would add a pic but I do not see any upload options for images, nor any file upload area so I can upload the game.

    Hi sunfirexl

    is it something like this what you are trying to archive?

    https://www.dropbox.com/s/12nn8ylurb2dcvk/CreateBlocksIn_aGrid.capx?dl=0

    The Link you provide to the Google drive is not working for me by the way

  • Kazuato

    [quote:1uv4t38v]sorry i forgot to mention that you get to choose a new plot each turn, the turn structure goes like this:

    -players acquire plots of land.

    -players then pick up a mule (gull)

    -players then equip the mule(gull) with a resource

    -players take mule (gull) to their chosen plots

    -the mules (gulls) stay in the plots and produce more of their equipped resource

    -the players end this stage by entering a building (pub)

    -the next stage begins in which the players take turns buying and selling resources from one another

    -the turn then ends and the process is repeated beginning with each player selecting a new plot whilst continuing to own the plots from previous turns.

    No Problem mate,

    Since we now have a clear view of what you trying to do then the Answer to your Original question will be (Arrays or Sprites) and since you mention earlier that you need to learn Arrays I will recommend you (Sprites as a Tile) because you can add variables & booleans as you need and is much easier to control, for the size of the Land area you don't need many Tiles

    Here is a Demo Capx : https://www.dropbox.com/s/1gtbbw209dcilqf/NpcPlotSelector2.capx?dl=0

    Now on this Capx at the end of every cycle waits 3 seconds and goes directly to the next cycle where they can choose again Land, I left it like this intentionally so you can Debug and see how it works and to check how they chose new Lands without selecting the already Owned from previous Cycles, and the other reason so you can add your own Logic on top of it other ways you will not learn.

    I didn't comment it because I put names to the (Variables, Booleans, Functions & Timers) that they explain by them selfs so it should be easy to follow

    -if you don't wanna use Overlap for the "selector" check my first capx, there I did it without Overlap and copy it

    Now since you already have you Logic it should be very easy to adapt it to your needs

    Example:

    New Cycle Starts

    (Acquire plots)

    -players acquire plots of land.

    -at the End of this cycle when the 4 Players choose Land instead to wait 3 secs and go to Next cycle change it

    to go to (mule (gull)) you need probably a boolean "MuleGull" so is easier to split the States from (Acquire plots) to (MuleGull)

    On (MuleGull)

    -players then pick up a mule (gull)

    -players then equip the mule(gull) with a resource

    -players take mule (gull) to their chosen plots

    -the mules (gulls) stay in the plots and produce more of their equipped resource

    -the players end this stage by entering a building (pub)

    -the next stage begins in which the players take turns buying and selling resources from one another

    -the turn then ends and the process is repeated beginning with each player selecting a new plot whilst

    continuing to own the plots from previous turns.

    -Go to (Acquire plots) Again and so on

    Looks pretty easy you cant get lost,

    Last Thing

    You Mentioned about the turns to choose Plot will be changing constantly at the End of each Cycle, depending on some Variables example Points etc......

    I added a Variable for that too >> Var "MyTurnTo_PlayIs"

    it should be as simple as adding a New Variable called however you wish, example "Points" then before you send them to (Acquire plots) do the assign (Turns to Play )

    Example

    Create a Local Var "Positions" = 1

    For Each Order

    Sub: Pick "NPC" Family >> How you wanna order? enter by >> NPC.Points >>Then Descending

    Actions>>Set NPC >>To the Local Var "Positions"

    Then Add 1 to Local Var "Positions"

    This will assign the turns to play from the NPC that have the highest "Points" which will be = 1 Turn to the Lowest which will be = 4

    One more Last Thing

    a friendly advice, the Next time you asking for help try to go straight to the Point, think what you need before you posting, write it down if you have to, don't add any extras that are unnecessary, clear, precise and as simple as possible, other ways will be like a guessing game were you lose time and the people that trying to help swell making Capx & Examples that after they going to the trash which they took some time to make

tarek2's avatar

tarek2

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Member since 26 Jan, 2016

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